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S3V3N

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Everything posted by S3V3N

  1. I think you are overreacting a little. those players had nothing to lose but their life. And at least that group was somewhat creative. I am much more annoyed by campers and people who just shoot without even trying to make an effort to communicate. There are so many nubs I could have taken out and only injured, because they shot first. The problem is that really everybody becomes that way out of paranoia. People you don't know personally are enemies - I am not sure that is what Rocket wants. It reduces the potential of the game quite a bit and makes teaming without Skype impossible.But I guess for some people killing and looting others is enough.
  2. S3V3N

    Trade Zones

    Bases seem to elaborate. they would be constant loot points for bandits. I would like it too, but I doubt anyone has the manpower and interest to pull off securing the perimeter. I have been thinking about flags lately. Maybe there could be certain trade locations and if there is a white flag you know someone is there for trading. If there isn't you don't have to bother checking it out. Again - the problem is bandits and abusers and keeping them from looting...
  3. S3V3N

    Trade Zones

    Okay, I tried the medic service and it works like a charm. Got a reply within 10 hours. As I said, the only thing that kept me from suggesting something like that for traders, is because it is a function that works only outside the game. Maybe we can find a way to do this ingame later, but I think trading could work the same way like medic. The only problem I see is that there would be a lot of traffic on the trading site (more than on the medic) and it would most likely get a bit confusing. Also, I really like the idea of having a sort of trade market somewhere, but we've been going all over it an there is no way to establish it without either building new units or re-purposing some that are already in Arma II. With the normal civ vehicles trading would be too risky.
  4. S3V3N

    Crossbow with scope and magazine

    I wouldn't dismiss the crossbow- maybe it has been improved in one of the last upgrades. I took it as my primary weapon yesterday and it was 1 shot -1 kill every time. I got 5 headshots out of 15 kills too without making much of an effort. I also found 6 bolts for it in a 2 km radius. I had an encounter with 2 other survivors in Berzino (the most awesome town on the map, imho). I tried to contact them to work together, got no reply and shot an arrow right next to one guys head as a warning. I could see how nervous that made them and I circled them easily, before they could pinpoint my location. I watched them for a while and saw they were leavon town south. I did the opposite and went north and reached Olsha and the airfield around that location. There I found a Coyote bag, which allowed me to keep the crossbow, an AKM and a shotgun with tactical light. So I'm pretty loaded right now ^^ What is the easiest way to pick up the bolts? Any tips? I have only 1 bolt left now, I thought it must be possible to pick them up, but couldn't find any. I love the crossbow :) Where would I find a compound bow though? I've never come across any and found half a dozen crossbows by now.
  5. S3V3N

    Crossbow with scope and magazine

    Hang on! I tried pickin arrows up from zombies that I shot and I couldn't find them. The zombies I shot were in high grass and on mud. The arrows certainly aren't in gear, so how do you find them again? I couldn't see them anywhere on the body. All I could pick up so far were arrows that missed the target.
  6. S3V3N

    Found a Bike!!! :D :D :D

    If you are serious - I parked it in Sosnovka, on the left, in front of a house and saved it. I left it there for another player to pick up and it was in the open. I doubt you will still find it, but good luck. Are you serious ;) ???
  7. S3V3N

    Found a Bike!!! :D :D :D

    I broke my leg in Zelenogorsk and was cursing while crawling towards the city center, when out of a bush suddenly a message popped up with "enter bycicle as driver". I was extremely lucky, because without the injury I would have never found it there. In the progress I found three cars (Hilux, Hatchback + Ural) and decided to rep the ural, since it was the only one only needing 2 new tires. I couldn't have been happier - even though my leg was still broken. When I finally had all the parts and had just filled up gas and was preparing to pick up a friend for a blood transfusion the server shut down and restarted with a password. :) Evil !!! DayZ knows how to tease us.
  8. S3V3N

    Trade Zones

    - how do you get the goods safely to the island? Fishing boat (storage too small, no protection) - how do you organise the transition of goods from the truck to the island? The problem is - there is always a problem :) I think bandits are well able to raid armed trucks and ambush them properly. A Ural wouldn't have a chance against an army of bandits with military weapons, such as the M107. Armed vehicles might. And I have the solution for my suggestion. The BMP 1 or the AAV. It can swim, it has storage and is very difficult to stop and ambush. The main cannon could be disabled to keep things fair. Trades could even be done inside the BMP. You would have one vehicle as the carrier and one for the trades. After the deal is negotiated the goods are transfered from the carrier vehicle. Problem solved without introducing anything that isn't available right now or would add further to the lag problems. BTW, I don't see why trading should only be open to civilians. Bandits can trade, as long as they adhere to the same rules. Is there even a way to keep them apart? I never know how you can figure out someone is a bandit.
  9. S3V3N

    Trade Zones

    Yes, I imagine but they would be well prepared against raids. That's why I would request armed cars for the traders. I dunno how the humvee and the MTR with turrets are called, but they would be ideal. It would be really difficult for bandits to raid them. The difficulty I have is figuring out how to do the actual trade without anyone interfering. An island would be ideal, so maybe someone should just turn one of the islands into a trade fortress. The question then is - how would you get the trucks onto the island ~ god this is a tough one. In Arma (I) there was a nice half island in the south, which you could only reach on a bridge. That would be an ideal place; unfortunately nothing like it exists in Arma II. This will be a lot of stress to organise :) I just read the medic's thread and found out they have been banging heads about this, too. If it works we have something like a player made mission in the game. Trading would work in two steps. First the cars bring the goods and then the players pass the controls and leave their weapons at the guard posts. Damn, I really wish there was something like a half island. Any suggestions for a place that might work? Screenshot and map cords/location included, if you can.
  10. S3V3N

    Trade Zones

    So you are saying it is better to create new content (police station, metal detectors...) than to let some recognizable cars and respectable players drive among a fixed route every once in a while? I doubt Police or Prisons are even remotely as easy to build and organize like adding a couple of trade cars every sunday. I would say use (normal) ingame cars, but they still get hoarded and are almost impossible to find on some servers.
  11. S3V3N

    Trade Zones

    A reason why it works with the medics and not with traders is: someone who trades would need a great deal of storage. The coyote bags hold a maximum of 2 rifles and you would have to carry one more rifle and the mags on you. It is clearly more easy to carry medcine and blood, since they only take up 1 slot each. If a trader takes a truck he will get shot at and become one of the most valuable loots to bandits. What would be possible is a trading convoy that moves among the main roads every once in a while. I am slowly becoming less reluctant to using a non automated mechanism to establish trade. However, I still see it as doubtful to call something "more" realistic when you have to jump onto a forum and make an appointment with the medic/trader, so he will show up in game. That is not exactly the native solution I had in mind when starting this thread - but it is a compromise. I think trader vehicles should be recognizable (e.g MTVR or HMMWV), then this could work. It should also be commonly agreed that players who attack traders or interfere with trading will not be "served" in the future. This goes for bandits as well as civilians. Alright then, lets organise some kind of trade and ask Rocket, if he will allow special vehicles for the purpose. Those vehicles would only be available at a fixed date of the month/week, so trading could be done on sundays and after that the vehicles will disappear again. During trade in progress there is a seize fire and you can use the opportunity to chat.
  12. S3V3N

    Trade Zones

    Okay, I saw the vid, but that is a very elaborate way to trade. Very nicely done, though. Not everybody has an SVD or other sniper available to cover them during a trade. I think the tent idea isn't so bad. Yet it doesn't mean face to face trading, which was something I wanted to have, because trading is a a social thing to me. I'd like to be able to just have somewhere to relax and have a laugh for once in a while in DayZ.
  13. S3V3N

    Trade Zones

    What i don't get is how you want to make it public to anyone that there is a Trade Zone in Cherno? You cannot use global chat, you can only reach people in the vicinity through direct chat. The trade zones that are player made would have to be organized 24/7, which imho is an impossible task.All the people (including Rocket), who say this should be player organised should give a proper example on how to do it. At the moment this game is in chaos. What is the overall plan for the game? As I see it, the zombies will play a less and less significant role in the game and in the end we will have two armies facing each other again - just what Arma is now. You don't need zombies for that, we can just play Arma then and actually have a better game. I have another idea for a trade option that would require very little change to the current game. Make every tent into a trade area. You can drop your gear there and name a price for it.The next tent you come by, you check if anything was sold or if you need something. That would make the trading a bit more random, but also keep it from becoming safe zones. You could also leave message at these tents and try to negotiate meeting points with other survivors. It would take a little longer to setup gear and meeting exchange, but it would work and only slightly bend the whole realism idea.
  14. Well I have something to say. That was creative! I was actually expecting them to shoot each other in the end. If someone would have started to shoot they would have soon lost all their awesome weapons - wherever did that dude get an M107 with full mags? Must have taken a while. The teamwork in this group worked, even though I wouldn't enjoy playing like a dick; but that's up to every player. The game surely encourages everyone to play like a 12 year old, think selfish and cry out loud if some injustice has happened to yourself. What I would like for it is to address the other aspects of people who would actually like to focus more on the survival and coop aspects of it; on the better side of human behavior. There is no room for morality or reason to have empathy in the game, as of now. I guess playing good and exploring becomes stale after a while, so naturally it turns into a game of killing other players in creative way. It's just that now there are so many groups and people just waiting at loot zones, killing unarmed players, etc. that it almost stops making sense. In other words: I would like a more mature game that deals with moral choice and consequence and that has some development to it. At the moment it's only a big deathmatch simulator.
  15. That is the only thing I have been wondering about. If there is, for example, an M24 marked as information, naturally the players will fight for it, once they reach the goal. However, it might also happen that they find out the other guy may not be so bad while they are travelling together. Maybe the guy with the info will give up the weapon, because he is not a good sniper or because the other player offers him to take his rifle. As long as the trade made is superior to what they both started with, I believe there is a high chance people will find an agreement. Also - if one kills the other, they only get half the loot. It could be places that are really hard to loot alone, so when the other decides to kill his travel-mate, he will just make it harder on himself to find the next spot marked on the map. I also believe the Information should be random, so not everybody gets 1 item, but some get several and others get none at all (marked on their map). Perhaps people who have three items on their map will try to find someone to help, because they know they will need a transfusion/revive at some point. Or they will want to repair a car and can't carry all the parts alone. Perhaps they will go off alone. At least you will never know the information, before you actually tried to get in touch with another player. I'd also like to know what the radius of the Direct Chat option is. Perhaps if it were doubled, or made to work, as soon as you are in visual range of another player, talking could become a little easier without exposing yourself right away. I'm sorry about the "short attention span", but it seemed to me you didn't read the entire post, since I explicitly wrote about the chance for PvP after negotiations fail.
  16. Subvision - you didn't read my post, just the first paragraph, perhaps. Sorry you have a short attention span. I said that it is most likely that it will come to standoff situations, but at least it means you will see someone face to face and have a chance of shooting them first. It also means cowards will be more likely injured than get away clean. It won't be like "wtf, I'm dead" half as often as it is now, because people will want something they can't loot of a dead body. This thread is mostly about reducing items in the game (which I agree will only lead to more competition). I'm suggesting to add Information as a currency, which makes players think twice before shooting you right away. Even if a player gives you his information, you still won't know where it is. You will have to agree on exchanging information firstor working together to get to either of your marked ressources. If you give a fuck and are just in for killing other players that will be unchanged. I'm just saying the rate of pointless killing might decrease if there is an incense to negotiate with other players.
  17. S3V3N

    Day Z Videos

    I fell off/fainted while driving a bike and this is what happened: I drove to rdvz with a friend and he gave me a blood transfusion. all was good again :)
  18. I have an idea, which I have posted in this thread: http://dayzmod.com/f...72-trade-zones/ The true reason why we wouldn't shoot anyone on sight in a comparable RL situation is that he/she may have information we require. A survior travelling through the wilderness for days would have seen and heard things I haven't, so I'd naturally be curious to hear about it. The benefit of killing him for some small loot is outweight by the chance of getting some important news. So, I would suggest to make INFORMATION somewhat like a currency in the game. I don't need a map, I know the Arma map by heart. People, who don't have a map google for one. So give each player a map from the getgo, it doesn't spoil anything. Make it so that maps "die" with the player, so whatever info may be on them is lost when they die. Every player gets a map which has a few items of information on it from the start. It's either a great place to loot or has some warnings or a location for a car. This way players will possibly consider shooting another player, at least until they get the information from him or her. If the other player doesn't want to share info, they should just go their separate way (though, o.c. 90% of the players in this game will try to shoot you). There will be paranoia, but at least you have a chance to get away and the "duels" will be more of a standoff situation than one guy ambushing you from behind safe cover. The only problem I see with this is that your map would disappear and be replaced with a different one, when you change the server. That is, because every server would have to keep track and mark specific items on the personal map you receive. Apart from that, I believe information might be one way to prevent pointless PvP or at least give it more spice. You could also consider making dead bodies unlootable, when someone shoots you in the back. I don't think it's fair what most people pull off, since clearly some are just camping and waiting to take a shot.
  19. S3V3N

    Trade station's

    I just found this thread. I opened one yesterday. Perhaps take a look at it: http://dayzmod.com/forum/index.php?/topic/44672-trade-zones/
  20. S3V3N

    Trade Zones

    That would imply I always play on the same server and only want to live by trade. It would also mean I have to spread the word about the zone for days/weeks, before I can expect anyone to come there by purpose. I am looking for a way to do something similar to create a purpose, just like I wrote above. Sry for bumping the thread, but I felt I had to reply, why your suggestion has some merit, but is completely unpractical.
  21. S3V3N

    Trade Zones

    Zython - you are clearly wrong. Trade is how humanity works from the earliest of times. Trade has always been organized by tribes and later by individuals and naturally they had to adhere to some rules. Trade doesn't only mean goods exchange, it means exchanging news + information, too. I don't like that DayZ is completely rule free and people claim that to be "realism". No, it's not realism, it's deathmatch - which is just a game mode. Imagine in reallife - if you are on the run and have been alone for days and weeks and you see another survivor, your first thought is to shoot him/her? - I doubt that. The reason you wouldn't do that is because he/she may have information you don't posess. They may know something you don't and they may be able to help beyond supplying you with some loot from a dead body. Apart from the more practical aspects you would also not shoot them for moral reasons. After all, we are still humans and have some empathy for each other. That separates us from animals, too. I am not saying they have to be constant zones, I'm just saying it should be made possible to recognize a trade zone/ trader and use it, just like you use hospitals and shops now. You go there for a purpose. Or, differently said: they add purpose to the game. Trading is just another means of creating purpose, but this time it's not for the greedy and bandit players that shoot everyone, but for the ones that want to coop and bond in the game without knowing each other through Skype or these forums. The trade zones are an in-game solution to bond and play together. One that is native to the game and not imposed on it.
  22. S3V3N

    Biggest Fail of the Week

    Noooo, Nooooo - why do you video yourself being stupid ;) ?
  23. S3V3N

    Trade Zones

    The fascinating things about DayZ are: - the game writes its own story and every new round is a new adenture - despite all the open world-ness the game has very few rules and the admins aren't interfering like on any other PvP heavy MMO The result of the latter is a maximised feeling of freedom . That's the problem with the safe zone - if there is just one, everybody will explot it, or it has to be governed by an admin. If there are many, the game loses a lot of appeal and it will take away from other parts that are great now. I think what is missing is some kind of reward. I would totally go about and establish a lasting safe zone, if I had the means to do so. In the Chernarus Life Revolution mod, I always build bases the cops had a hard time finding a way into. However that won't work in DayZ. Safe Zones would have to be player nogotiated in DayZ and disappear as quickly as they are established. I am thinking that most of the problem the game has at the moment is due to the lack of communication options.It would have to be something easy that everyone recogizes. A visual cue, perhaps. For example, if I want to trade, it could be that my player skin changes as a result. I see other players with lets say - a yellow safety vest - and I know they want to trade. If I don't want to trade, I will shoot that guy or proceed on my own way. If he is smart, he won't approach me when I don't wear the vest, The problem with this is that a player is more visible with the vest (which is the point of it, but makes him more vulnerable at the same time). It is difficult to create a balance when the only rule in the game is "shoot first, ask questions later". Another (better) option might be to have a shop in towns that only opens if you have the required items for a trade. So outside there is a list. You can put whatever you want in the shop and write down your price (e.g. 1911 mag x2 -trade for sardine canx2 or baked beansx2 or 1 of each, just click on arrows to adjust the amount). So if another player comes around he can enter the trade items and will receive what you offer. Next time you come by a shop (anywhere) you can retrieve your trade items. You can get the payment from any shop on the map, but you have to go to a particular one to see what they offer and pay for it there. It's really hard to find something not too intrusive with the realism approach. I tried to give some examples, maybe someone will comment and expand on these ideas. I also like the trading in groups idea, but I find it hard to figure out how to organise meeting place and time, unless on the forums. I'm looking for mechanisms that will work entirely ingame.
  24. S3V3N

    Are Boats Worth It?

    Hold shift while accelerating. Most boats take time to get up to speed.
  25. S3V3N

    Holy Hell PLZ Help

    Play vanilla Arma II. It will explain around 80% of the moves you need for DayZ. And the rest is logic and trial and error. Figuring it out is part of the fun too! (I yet have to see another player get trapped in one of the bear traps I laid out ^^)
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